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Comment by JohnMakin

3 months ago

It's been posted in-depth a few times across this forum to varying degrees by game developers - I was initially very excited about the implementation of LLM's in NPC interactions, until I read some of these posts. The gist of it was - the thing that makes a game fundamentally a game is its constraints. LLM-based NPC's fundamentally break these constraints in a way that is not testable or predictable by the developer and will inevitably destroy the gameplay experience (at least with current technology).

Yeah, same. Epic's Matrix demo implemented it and even without a plot, the interactions were so heavily guided that the distinction was pointless. So you can find out what that NPCs spous's name is and their favorite color. It's that neat? Sure it's neat. It's it going to make it a better game? Probably less than hiring another good writer to make NPC dialog. To be truly useful, I think they would have to be able to affect the world in meaningful ways that worked with the game plot, and again, when you clamp that down as much as you'd need to to still have a plot, you're looking at a fancy decision tree.